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Daz 3D Forums > Search
  • [Released] OBJ Companion [Commercial]

    Export and import are inverse - if you export at 200% you need to import at 50%. So, you need to set thee xport value to get the right scale for ZBrush and then, presumably, the tool will invert that for import to gt the right scale for an item coming from ZBrush.

    By

    Richard Haseltine Richard Haseltine October 2024 in Daz PA Commercial Products
  • [Released] OBJ Companion [Commercial]

    For me, it's importing always in the wrong scale, if I import something from zBrush.
    If I import via MorphLoader manually it's working (scale 10000).

    According to the manual, Obj Companion should use the export settings also for import.

    I set the export options in Obj Comapion to scale 10000, but it's still importet with 1 or 2%.

    By

    Hurdy3D Hurdy3D October 2024 in Daz PA Commercial Products
  • Slow 4.23 Load Times

    This is from the start of the file load. The messages similar to the last few goes for days:

    ------------------------------------------------------------------------------------
    2024-10-15 09:03:31.073 [INFO] :: Prepare asset load (open): /C:/users/brainmuffin/Documents/DAZ Scenes/Blender/All Vickies-02-B.duf
    2024-10-15 09:03:31.073 [INFO] :: Locking viewport redraw...
    2024-10-15 09:03:31.073 [INFO] :: Viewport redraw locked.
    2024-10-15 09:03:31.131 [VERBOSE] :: Native format content directories: 2
    2024-10-15 09:03:31.132 [VERBOSE] :: Poser format content directories: 2
    2024-10-15 09:03:31.132 [VERBOSE] :: Other import format content directories: 0
    2024-10-15 09:03:31.132 [INFO] :: Begin asset load (open): /C:/users/brainmuffin/Documents/DAZ Scenes/Blender/All Vickies-02-B.duf
    2024-10-15 09:03:40.109 [INFO] :: Clearing the scene...
    2024-10-15 09:03:40.119 [INFO] :: *** Scene Cleared ***
    2024-10-15 09:03:40.119 [INFO] :: Determining missing assets...
    2024-10-15 09:04:04.688 [INFO] :: Setting textures...
    2024-10-15 09:04:05.869 [WARNING] :: QColor::setRgb: RGB parameters out of range
    2024-10-15 09:04:07.049 [INFO] :: Scanning for addons...
    2024-10-15 09:04:26.012 [INFO] :: Creating node geometry...
    2024-10-15 09:04:26.240 [INFO] :: Creating UV sets...
    2024-10-15 09:04:26.241 [INFO] :: Creating materials...
    2024-10-15 09:04:36.775 Iray [INFO] - MDLC:COMPILER ::   1.0   MDLC   comp info : Loading module "::daz_3d::pbr_skin" from "C:\Program Files\DAZ 3D\DAZStudio4\shaders\iray\daz_3d\pbr_skin.mdl".
    2024-10-15 09:04:57.143 [INFO] :: Resolving legacy figures...
    2024-10-15 09:04:57.147 [INFO] :: Preparing modifiers...
    2024-10-15 09:04:57.331 [INFO] :: Creating modifiers...
    2024-10-15 09:05:02.227 [INFO] :: Creating property aliases...
    2024-10-15 09:05:02.241 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.241 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.241 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.243 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.243 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.243 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.244 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.244 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.245 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.245 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.245 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.245 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.245 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.247 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.247 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.247 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.247 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.247 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.248 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.248 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.248 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.249 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.249 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.250 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.261 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.261 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.261 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.261 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.698 [INFO] :: Creating property links...
    2024-10-15 09:05:02.702 [INFO] :: Resolving 377646 formulas...
    2024-10-15 09:05:02.702 [INFO] :: Finding formula properties...
    2024-10-15 09:05:02.704 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(645): Formula target property not found:
        File: /data/DAZ 3D/Genesis 3/Female/Morphs/DAZ 3D/Gia 7/eJCMGia7DisgustHD.dsf
        URI: Genesis3Female:/data/DAZ%203D/Genesis%203/Female/Morphs/DAZ%203D/Expressions/eCTRLDisgust.dsf#eCTRLDisgust?value
    2024-10-15 09:05:02.704 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(645): Formula target property not found:
        File: /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Zelara 8/eJCMZelara8_MouthSmileSimpleL.dsf
        URI: Genesis8Female:/data/DAZ%203D/Genesis%208/Female/Morphs/DAZ%203D/Base%20Pose%20Head/eCTRLMouthSmileSimpleL.dsf#eCTRLMouthSmileSimpleL?value
    2024-10-15 09:05:02.708 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(645): Formula target property not found:
        File: /data/DAZ 3D/Genesis 3/Female/Morphs/DAZ 3D/Gia 7/eCTRLGia7Happy.dsf
        URI: Genesis3Female:/data/DAZ%203D/Genesis%203/Female/Morphs/DAZ%203D/Expressions/eCTRLHappy.dsf#eCTRLHappy?value
    2024-10-15 09:05:02.712 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(645): Formula target property not found:
        File: /data/DAZ 3D/Genesis 3/Female/Morphs/DAZ 3D/Gia 7/eCTRLGia7Glare.dsf
        URI: Genesis3Female:/data/DAZ%203D/Genesis%203/Female/Morphs/DAZ%203D/Expressions/eCTRLGlare.dsf#eCTRLGlare?value
    2024-10-15 09:05:02.715 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(594): Formula output property not found:
        File: /data/DAZ 3D/Genesis 2/Female/Morphs/FWArt/Cassie/FBMCassieBody.dsf
        URI: GenesisFemale:/data/DAZ%203D/Genesis%202/Female/Morphs/DAZ%203D/Teen%20Josie/PBMWaistNarrowUpper.dsf#JosieWaist2?value
    2024-10-15 09:05:02.715 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(645): Formula target property not found:
        File: /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Zelara 8/eJCMZelara8_MouthSmileOpen_HDLv2.dsf
        URI: Genesis8Female:/data/DAZ%203D/Genesis%208/Female/Morphs/DAZ%203D/Base%20Pose%20Head/eCTRLMouthSmileOpen.dsf#eCTRLMouthSmileOpen?value
    2024-10-15 09:05:02.718 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(594): Formula output property not found:
        File: /data/DAZ 3D/Genesis 2/Female/Morphs/FWArt/Cassie/FBMCassieBody.dsf
        URI: GenesisFemale:/data/DAZ%203D/Genesis%202/Female/Morphs/DAZ%203D/Teen%20Josie/FBMTeenJosie.dsf#FBMTeenJosie?value
    2024-10-15 09:05:02.718 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(594): Formula output property not found:
        File: /data/DAZ 3D/Genesis 2/Female/Morphs/FWArt/Cassie/CTRLCassie.dsf
        URI: GenesisFemale:/data/DAZ%203D/Genesis%202/Female/Morphs/DAZ%203D/Teen%20Josie/FHMTeenJosieHd.dsf#FHMTeenJosieHd?value

    By

    brainmuffin brainmuffin October 2024 in Daz Studio Discussion
  • How do you change the pictures in Smart Content?

    crosswind said:

    Richard Haseltine said:

    crosswind said:

    jhogenboom_da69c035a9 said:

    Is refresh smart content different from update metadata? Because when I click update metadata it wants to sign me in. That's when I say "Uh oh" and don't want to go any further.

    As the one who ever experienced quite a few lessons and learns from Daz Connect, I personnally suggest you NEVER do Update Metadata unless you have an absolute need... like acquiring a Premier Exlusive asset.

    Why ? Because DS will update the corrected metadata, thumbnail pictures, yada yada with the wrong one. devil

    That should, I believe, be a thing of the past

    New Update Metadata option, fixes and enhancement in terms of functionality for Daz Connect make something past... However, the most important thing at least to me, Metadata, mostly not. Wrong metadata are still wrong, are still pushed to my database while Updating Metadata.

    I intentionally tested it again with Update Metadata after years' of being away from Daz Connect ... ( of course I backed up cms database beforehand...), yike, yike,  Lost and Found, wrong and garbage Categories, yada yada, continued to show in Smart Content, the corrected data in cms was brutally overwritten by Connect....

    You better give it a test. Richard ~~

    Edit: However, if you never modifed and/or made correction to Product Metadata, you probably will not see any difference in your Smart Content, then that'll be another story. On my side, my Smart Content is neat and clean as I almost fixed 98%+ wrong things there... since I started using DS.

    If you fix the vendor data then the system has no way to know that the changes should be preserved - it is not the best way to do the job, certainly from that perspective. See the Underlying Mechanisms section here https://www.daz3d.com/forums/discussion/comment/1000831/#Comment_1000831

    By

    Richard Haseltine Richard Haseltine October 2024 in The Commons
  • Trouble with FPE Hook & Hands Prosthetic for Genesis 9

    echristopherclark said:

    The geograft is working perfectly on every character. It's only the hook that's causing problems and only on custom characters I brought over from Genesis 8 using a manual import/export process. I can try to grab a screenshot if it helps, but I have now found the solution which is to just use standard Genesis 9 models and morphs. On them, both geograft and hook work perfectly.

    I am glad you found a workaround. The quickest solution to use the hook with your custom characters would be to load the prop instead. Then, manually position it over the geograft (scaling it if necessary), then parent that to the hand bone. That should keep it in place when you pose the character. I hope this helps! And thanks for buying our products :).

    By

    FenixPhoenix FenixPhoenix October 2024 in Technical Help (nuts n bolts)
  • How can I combine two Meshes to One and maintain their weight?

    crosswind said:

    woyodo said:

    crosswind said:

    Right, why do you want do do so ?

    Technically, yes, you can weld the boots as an OBJ and re-rig it to the figure, however, the defininatio of their surfaces, face groups will be broken. Then you have no way to copy weight map from the original separate boot to the welded boots since they're already different in terms of geometry. And you'll lose all morphs on them as well, yada yada ~~

    So... that'll be almost a rework ~~

    I want to export them as a single object so that I can import it to ue5 with materials not separately.

    If I import them one by one, it's not as optimized as I wish.

    If so, that'll be much easier:

    - Select both boot, export them to OBJ file via File > Export... (ss1)

    - Import OBJ file, rig it to G8F with Transfer Utility via Edit > Object > Transfer Utility (ss2)

    - Select the boots, import OBJ with Morph Loader Pro via Edit > Object > Morph Loader Pro , as a fixbase morph, and dial it. (ss 3 ~ 4)

    - Switch to Geometry Editor, combine surface with suffix "R" to the original surface one by one (ss 5 ~ 8)

    - Change Node Name to HBoots6R_29201 or HBoots6L_29201 via Edit > Object > Scene Identification... Then load a material preset to test (ss 9 ~ 10)

    - You don't need to tweak Weight at all ! Just bend boots to check distortion, fix them if you want to (with external software like blender) then simply importing fixed mesh to update one or two pJCMs will do (ss 11 ~ 12)

    Finally, save the figure asset with your Vendor Name and export to UE with Daz to Unreal bridge for testing.

    Thank you very much for answerring my question!

    The Transfer Utility Transfers the weight from Genesis 8.1 F to Boots, that may cause some Weight Changes comparing with the original Separate Boot, such as Left/right Foot Tip Toes Poses for High heel.

    So how to Transfer weight PERFECTLY from the original one?

    By

    woyodo woyodo October 2024 in Daz Studio Discussion
  • How can I combine two Meshes to One and maintain their weight?

    woyodo said:

    crosswind said:

    Right, why do you want do do so ?

    Technically, yes, you can weld the boots as an OBJ and re-rig it to the figure, however, the defininatio of their surfaces, face groups will be broken. Then you have no way to copy weight map from the original separate boot to the welded boots since they're already different in terms of geometry. And you'll lose all morphs on them as well, yada yada ~~

    So... that'll be almost a rework ~~

    I want to export them as a single object so that I can import it to ue5 with materials not separately.

    If I import them one by one, it's not as optimized as I wish.

    If so, that'll be much easier:

    - Select both boot, export them to OBJ file via File > Export... (ss1)

    - Import OBJ file, rig it to G8F with Transfer Utility via Edit > Object > Transfer Utility (ss2)

    - Select the boots, import OBJ with Morph Loader Pro via Edit > Object > Morph Loader Pro , as a fixbase morph, and dial it. (ss 3 ~ 4)

    - Switch to Geometry Editor, combine surface with suffix "R" to the original surface one by one (ss 5 ~ 8)

    - Change Node Name to HBoots6R_29201 or HBoots6L_29201 via Edit > Object > Scene Identification... Then load a material preset to test (ss 9 ~ 10)

    - You don't need to tweak Weight at all ! Just bend boots to check distortion, fix them if you want to (with external software like blender) then simply importing fixed mesh to update one or two pJCMs will do (ss 11 ~ 12)

    Finally, save the figure asset with your Vendor Name and export to UE with Daz to Unreal bridge for testing.

    By

    crosswind crosswind October 2024 in Daz Studio Discussion
  • How can I combine two Meshes to One and maintain their weight?

    felis said:

    You haven't said why you want to combine them.

    You could save them as a wearable preset. That won't combine them, but when you load the wearable preset, you will load both.

    Import them to UE5 using DazToUnreal. 

    By

    woyodo woyodo October 2024 in Daz Studio Discussion
  • How can I combine two Meshes to One and maintain their weight?

    crosswind said:

    Right, why do you want do do so ?

    Technically, yes, you can weld the boots as an OBJ and re-rig it to the figure, however, the defininatio of their surfaces, face groups will be broken. Then you have no way to copy weight map from the original separate boot to the welded boots since they're already different in terms of geometry. And you'll lose all morphs on them as well, yada yada ~~

    So... that'll be almost a rework ~~

    I want to export them as a single object so that I can import it to ue5 with materials not separately.

    If I import them one by one, it's not as optimized as I wish.

    By

    woyodo woyodo October 2024 in Daz Studio Discussion
  • Trouble with FPE Hook & Hands Prosthetic for Genesis 9

    The geograft is working perfectly on every character. It's only the hook that's causing problems and only on custom characters I brought over from Genesis 8 using a manual import/export process. I can try to grab a screenshot if it helps, but I have now found the solution which is to just use standard Genesis 9 models and morphs. On them, both geograft and hook work perfectly.

    By

    echristopherclark echristopherclark October 2024 in Technical Help (nuts n bolts)
  • [Released] Content Wizard [Commercial]

    Dieter said:

    RiverSoft Art said:

    RiverSoft Art said:

    Dieter said:

    Sorry,

    Hello Riversoft;
    after the last update of DAZ Studio to version 4.22.0.19
    after installing the metadata in the smart content CW is not closed properly.
    Either items of clothing or figures from different stores remain in the scene!
    Is there an update or another solution for this?

    It's pretty annoying to have to close and restart DAZ every time!

    Thanks
    Dieter

    I'll investigate.

    For me, CW finishes.  However, it IS slower.  Looking at the Daz log for when CW is installing Smart Content, I see a lot of this:

    2024-10-09 07:07:55.928 [INFO] :: Clearing the scene...
    2024-10-09 07:10:39.938 [INFO] :: Loaded image: Fabric 1_Color.jpg
    2024-10-09 07:10:39.975 [WARNING] :: QWidget::repaint: Recursive repaint detected
    2024-10-09 07:10:40.092 [INFO] :: *** Scene Cleared ***

    Notice the BIG time gap between when the script calls Scene.clear() and the scene ACTUALLY being cleared.  I don't think I can do anything about that.  The call is an atomic operation (i.e., one line of code) that the script has no control over.  I will keep investigating though.

    Hello Riversoft,

    I tried to install some files with CW again today and again encountered the problem I mentioned!

    After installing in Smart Content, the last piece of clothing or figure remains in the viewport and cannot be deleted without canceling CW and DAZ Studio.

    Even after waiting for over 10 minutes, nothing happened!

    The metadata is saved correctly!

    Attached is the log file and a screen shot

    Dieter

    By

    Dieter Dieter October 2024 in Daz PA Commercial Products
  • [Released] Content Wizard [Commercial]

    RiverSoft Art said:

    RiverSoft Art said:

    Dieter said:

    Sorry,

    Hello Riversoft;
    after the last update of DAZ Studio to version 4.22.0.19
    after installing the metadata in the smart content CW is not closed properly.
    Either items of clothing or figures from different stores remain in the scene!
    Is there an update or another solution for this?

    It's pretty annoying to have to close and restart DAZ every time!

    Thanks
    Dieter

    I'll investigate.

    For me, CW finishes.  However, it IS slower.  Looking at the Daz log for when CW is installing Smart Content, I see a lot of this:

    2024-10-09 07:07:55.928 [INFO] :: Clearing the scene...
    2024-10-09 07:10:39.938 [INFO] :: Loaded image: Fabric 1_Color.jpg
    2024-10-09 07:10:39.975 [WARNING] :: QWidget::repaint: Recursive repaint detected
    2024-10-09 07:10:40.092 [INFO] :: *** Scene Cleared ***

    Notice the BIG time gap between when the script calls Scene.clear() and the scene ACTUALLY being cleared.  I don't think I can do anything about that.  The call is an atomic operation (i.e., one line of code) that the script has no control over.  I will keep investigating though.

    By

    Dieter Dieter October 2024 in Daz PA Commercial Products
  • Smart content not recognising DIM installed content

    If everything is in the correct place then all that should be needed is to open the Content DB Maintenace dialogue from the Content Library option menu (the lined/"hamburger" icon in the top corner) and check Reimport Metadata, then select all your products using the master checkbox in the next dialogue. If there isn't a list of products then the installation paths are probably not correctly set (this is using the .dsx folders in /Runtime/Support/ that I mentioned earlier).

    By

    Richard Haseltine Richard Haseltine October 2024 in The Commons
  • Making Morphs for Toon Genesis 9 (Fixed)

    crosswind said:

    Ghosty12 said:

    Leana said:

    The toon version of G9 is G9 base with a "toon" shape applied. So you probably do need to use the "Reverse deformation" option when importing your morph back from Hexagon.

    Ahh k thank you for the info, now another silly question where is the reverse deformation option as have never noticed it as far as I can tell. When I send the changes from Hexagon back to Daz Studio when the morph dialog that pops up it does not show it. One other thing I have noticed go to save a morph now the old morph system shows as depreciated now.

    crosswind said:

    That's right, as Richard and Leana said ~ always check Reverse Deformation and Delta Only in MLP when you import OBJ (ss1)

    I made an example of anime fangs in Blender (Hexagon should be the same...). There's no issue on my side.

    But you're right ~ other MOUTH / TEETH morphs from G9 mostly don't work on G9 Toon as G9 Toon has a different Mouth Node ~

    Thank you for the help and info, the problem seems to be that the Daz to Hexagon bridge seems to use the limited version of the morph loader and don't have that option and not sure how to have the pro version, without saving as an OBJ and going from there. 

    If so, press F2 in DS, in Bridges tab, switch Options under Hexagon to Advanced. It'll work.

    Awesome thank you will try that. smiley

    Thank you everyone for your help, and thank you Crosswind never knew about that option for the Hexagon bridge the problem I was having is no more. yessmiley

    By

    Ghosty12 Ghosty12 October 2024 in The Commons
  • Making Morphs for Toon Genesis 9 (Fixed)

    Ghosty12 said:

    Leana said:

    The toon version of G9 is G9 base with a "toon" shape applied. So you probably do need to use the "Reverse deformation" option when importing your morph back from Hexagon.

    Ahh k thank you for the info, now another silly question where is the reverse deformation option as have never noticed it as far as I can tell. When I send the changes from Hexagon back to Daz Studio when the morph dialog that pops up it does not show it. One other thing I have noticed go to save a morph now the old morph system shows as depreciated now.

    crosswind said:

    That's right, as Richard and Leana said ~ always check Reverse Deformation and Delta Only in MLP when you import OBJ (ss1)

    I made an example of anime fangs in Blender (Hexagon should be the same...). There's no issue on my side.

    But you're right ~ other MOUTH / TEETH morphs from G9 mostly don't work on G9 Toon as G9 Toon has a different Mouth Node ~

    Thank you for the help and info, the problem seems to be that the Daz to Hexagon bridge seems to use the limited version of the morph loader and don't have that option and not sure how to have the pro version, without saving as an OBJ and going from there. 

    If so, press F2 in DS, in Bridges tab, switch Options under Hexagon to Advanced. It'll work.

    By

    crosswind crosswind October 2024 in The Commons
  • Where to instal morph presets?

    thebruiserlife said:

    crosswind said:

    You can export Daz figures to Unity via Daz to Unity bridge but I don't quite understand what you really want to do ~~ What do you mean by morph presets, you mean Shaping Preset or something ? And what is included in Excel file ? Is it a *.xlsx or a *.csv ? You want to use if for an FBX export or something ?

    It says "These are csv files created within DAZ Studio" Im assuming they have to do with the blendshapes that need to be exported with the model when using the daz to unity bridge. I do not use excel myself so do not know a lot about it but attaching what shows in the file. Sorry, I admit I am a total newb to all of this. I really appreciate any help someone can offer.

    Okay, that's it: the CSV file for defining Export Rules when exporting FBX format file from DS. Then it's simple:

    1) Still suggest you export Daz figure by using Daz to Unity bridge. With the bridge, you even don't need this CSV file. Just add Expressions in export dialogue (ss1)

    2) If you DO need to export with native FBX file, import CSV file in Export Rules dialogue. (ss2)

    By

    crosswind crosswind October 2024 in Daz Studio Discussion
  • Making Morphs for Toon Genesis 9 (Fixed)

    Leana said:

    The toon version of G9 is G9 base with a "toon" shape applied. So you probably do need to use the "Reverse deformation" option when importing your morph back from Hexagon.

    Ahh k thank you for the info, now another silly question where is the reverse deformation option as have never noticed it as far as I can tell. When I send the changes from Hexagon back to Daz Studio when the morph dialog that pops up it does not show it. One other thing I have noticed go to save a morph now the old morph system shows as depreciated now.

    crosswind said:

    That's right, as Richard and Leana said ~ always check Reverse Deformation and Delta Only in MLP when you import OBJ (ss1)

    I made an example of anime fangs in Blender (Hexagon should be the same...). There's no issue on my side.

    But you're right ~ other MOUTH / TEETH morphs from G9 mostly don't work on G9 Toon as G9 Toon has a different Mouth Node ~

    Thank you for the help and info, the problem seems to be that the Daz to Hexagon bridge seems to use the limited version of the morph loader and don't have that option and not sure how to have the pro version, without saving as an OBJ and going from there. 

    By

    Ghosty12 Ghosty12 October 2024 in The Commons
  • Making Morphs for Toon Genesis 9 (Fixed)

    That's right, as Richard and Leana said ~ always check Reverse Deformation and Delta Only in MLP when you import OBJ (ss1)

    I made an example of anime fangs in Blender (Hexagon should be the same...). There's no issue on my side.

    But you're right ~ other MOUTH / TEETH morphs from G9 mostly don't work on G9 Toon as G9 Toon has a different Mouth Node ~

    By

    crosswind crosswind October 2024 in The Commons
  • Converting Blender Environments To Work In DAZ.

    n.aspros123 said:

    lilweep said:

    n.aspros123 said:

    Is it the same principle as adding textures but much more complicated?

    Not more complicated, more tedious because you will have to correct every single surface for every single object.*

    Definitely do not bother rigging doors and chairs. That is a complete waste of time unless you will be constantly rotating doors and chairs or intend to distribute for others. Just ensure the movable parts are imported as separate objects, so you can rotate them freely. 

    *you could try exportng an obj with .mtl or fbx with packed textures from blender, and import that into daz, but i doubt it would give you a good result. Perhaps it could give you a decent starting point, but you still should go through every single surface and check it is correct and add any missing maps, tweak surface settings. MY hunch would be whoever ported that didnt do a good job. People make things too shiny when they should be matte, and make matte things too rough when they should be specular. So really need to completely lookdev an environment from scratch. If there was a USD importer for Daz or a Blender-to-Daz bridge it would be a lot easier, but there isnt.

     

     

    What is the proceedure in Blender to export as .obj with the textures as .mtl or .fbx?

    When you export as obj, you have option to write material file.
    When you import obj, you have option to read material file.  I dont know if mtl file will write normal map, but certainly iray uber will not put normal map into correct slot when importing an obj, so you have to add all those manually.
    I am not familiar with exporting and importing fbx. It has historically been an annoying format to import into daz but is allegedly much better now, perhaps in the beta, not sure if updates have come through to the main release version of daz studio yet.

    Then imported to DAZ Studio and checked?

    After importing, you can render each object to see it looks good, you can check the surfaces tab to see each map is  accounted for and is in the correct slots with appropriate values (normal map will never be in correct slot). If you want me to tell you where each map should go and what each value should be for every possible material type, sorry  that is beyond my abilities. There are probably references out there one could google.

    Map placement doesnt look too arduous as that screenshot shows only 2 maps per object. 1 albedo for Base Color slot and 1 normal map.  So perhaps not too labour intensive to set up maps into correct slots.  Just might need to fine tune roughmess, metallicity, etc.

    By

    lilweep lilweep October 2024 in New Users
  • Smart content not recognising DIM installed content

    The .dsx files are in the Downloads foilder (product descriptions) and Manifests folder (lists of what was placed where). There are also .dsx files in the /Runtime/Support/folder which are used when metadata is imported and which are part of the product zip (plus any exported userdata). Your problem seems to be that the CMS knows about your content (because you logged in to Daz with, in recent builds, the Update Metadata option checked) but when you installed through DIM the database was not updated for some reason (starting DIM just after closing DS can do that, so can security software) and so the system doesn't know the product was installed. I would guess that the files in the Content Library lack a New flag or the product type tags at top-right (actor, wardrobe, materials etc.)

    By

    Richard Haseltine Richard Haseltine October 2024 in The Commons
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